The Elemental dwarf is a Separate and distinct society with common origins to the well-known dwarves that can be found most anywhere in Tyrra. Farther back than most dragons could remember the dwarves and the elemental dwarves were one people. Groups of dwarves convinced that their present form was not the way they were meant to be. Some sought out a method to return to the form that they believed they once were. In the dwarven beliefs it is said that one possibility is that dwarves were once earth elementals. The dwarven histories say that some tried to return to this state from which they believed they had come. Here is what happened.
All over Tyrra groups of dwarves began the rituals that should have returned them to the state they desired. However something that to this day has been unexplained caused the failure of all these rituals. The result of which is what we now call elemental dwarves. Some saw this as a failure.
Others perceived it as a partial success if not what they wanted. Both groups felt that they were not really dwarves anymore so they left, separating themselves from dwarven society. They remained so until recently. When one of their number thought dead was found alive and well living amongst their dwarven brothers. Separated at youth this dwarf did not know his origins and had to be brought into the fold and taught about his own race. Though he is still not fully aware of all aspects of his race he has been sent back into the world to seek out others that may have also been lost over the years. And so it is that Rolf seeks out those who belong to the fold.
These Dwarves are distinctive in several ways from the typical dwarf. The most obvious are the physical markings on the elemental dwarfs body. Each dwarf is linked to a particular type of material i.e.: silver, steel, gold, even gemstones or plain rock. The individual dwarf is attracted to this specific material and is marked by this material as the individual ages (more to the point an additional marking is added to the character as the player attains each new level). The Dwarf absorbs minerals into his/her body where it accumulates on the skeletal structure, eventually replacing the bone with that mineral. Should the PC wish to link himself with gold, silver, copper, or other valuable ingame gems. The PC must pay the coin cost of the absorption at a cost of 1 per inch, be it coin or gem. Absorbed minerals will stay with the body until final death. Only once the character has suffered final death may his body be claimed for its worth if any. Among the family units of the elemental dwarf the children will claim the body of the parent and absorb its Minerals, as family units 'tend' to be of one mineral affinity (this is not always so but is the norm). Should the family members or the friends of the player not be present at the death of the player, the family will do everything possible to regain possession of the body.
With their hybrid nature the elemental dwarves are as tough as there Brethren but they have a threshold (which the player must buy at a cost of 3 Build) instead of the plus one body a typical dwarf would have. The player may buy the first threshold at any time but must wait until they have attained level 10 every 10 levels there after to buy an additional level threshold. This toughness extends even to their stomachs, as they have a natural resistance to intoxicants no less than 2 will affect them in any way. Getting drunk for an elemental dwarf is almost on par with the Highlanders.
Because of their nature being so close to that of an elemental the character may resist elemental effects. This replaces the dwarven resist poison ability. The character also has the skill COMMUNE WITH EARTH (This is a plot device and is at plot discretion). The character also has the ability to determine ore values and the grades (ore/fine ore) and the ability to sense a shatter resistant component by touch. As a result of this close tie with earth elementals a minor affinity exists with earth elementals. This mutual affinity is mostly a, don't attack me and I won't attack you scenario.
Even with hostile entities. Remember watch out for the loopholes people if your PC's are involved actively with a party that is engaged in activities that are hostile to an elemental you are considered to be attacking an elemental and you are in breech of proper etiquette and will be a primary target. .
As these dwarves draw their strength from the earth should they find themselves on the elemental plane of earth they would receive bonuses to body and strength (and a plot discretion) spell pyramid. The effects will be at plot discretion and may not be the same each time. Unless the character actually experiences this first hand they will have no fore knowledge of this as it is not spoken of in their society.
On Tyrra there is also the advantage of doing double damage with throwing stones.
This close tie with the earth also has its disadvantages too as necromancy does double damage to the character. This includes spells cast or received. (Sure you may finish of an enemy with a cause mort but you d be finished too). A necromantic creation spell will have no effect on the character if the character is alive. However if the character is at -1 or is in his dissipation count the creation will be in effect a go rez action. An attempt at a Ritual creation of any necromantic nature will have no effect whatsoever on the elemental dwarf whether the character is alive or dead. Ritual marshals are encouraged to get imaginative with any ritual caster who attempts this.
Should someone get creative and tries to raise you as a greater undead it's pretty much the same for you. However for others around you it is another matter entirely. The effects and duration are left completely up to the ritual marshal present but must be detrimental (though not fatal) to anyone within line of site of the ritual.
The Elemental Dwarf's close ties to the earth also breed a natural dislike of undead and necromancers and a strong disdain toward the use of chaos and necromancy. This gives the player a little leeway in his interactions. The player is not required to run out and kill all the undead and necromancers he sees, he is simply uncomfortable in their presence and will interact with them as little as possible.
The Elemental Dwarf society is a society based upon age and not nobility. The clan elders are the only ones able to join the ruling council. The ruling councils' word is law and must be followed without hesitation or question. The Elders are high level and have unusual abilities and as such chapters must have national marshal approval to use them. Plot line must be approved and results of the event sent back to the national marshal. A package detailing the members of the council of elders and their powers will be available to plot members and local elemental dwarf marshals.
Like the dwarves the elemental dwarves enjoy and appreciate good craftsmanship, especially weapons, armour, and jewellery. Because of this love of craftsmanship the elemental dwarves like the dwarves can buy weaponsmith and armorsmith skills at one point less. Also like their cousins the elemental dwarves cannot buy the skills Polearm, Staff, Two Handed Blunt or Sword. Unlike their cousin they do not have to pay double for Read Magic.
In brief the major points of the elemental dwarf are:
- Resist elemental effects replaces resist poison
- Thrown rocks do double damage
- Necromantic effects cause double damage to the character whether cast or received by the character.
- Strong dislike of necromantic creatures and a strong disdain for necromantic spells/effects
- Affinity with earth elementals
- Commune with earth and the ability to detect S/R components on contact.
- The ability to have a threshold
- 1/2 effect from intoxicants
- linked to a mineral of some type
- Necromantic creation effects are a go rez
- Ritual necromantic creation effects do not affect the character and thus do not have to be resisted.
- Cannot take the skills Polearm, Staff, Two Handed Blunt or Sword.
- Do not have to pay double for read magic.
- As with the mundane dwarves they do also get smithing skills at reduced cost.
The Elemental dwarf society is based on age, the older you are the more respect accorded you. The ruling body of the elemental dwarves are therefore the oldest and wisest of the clans. There are no Kings or Queens. In fact the elemental dwarves find the surface creatures obsession with nobility and rank to be hilarious.
The elders of each clan are really rulers only in the eyes of an outsider. In actual fact the elders only make suggestions of what to do and how to go about doing it. Because of the age and wisdom of the elders not many of the younger generations question these suggestions. That and the elders are masterful when it comes to convincing you that they are right.
Each clan has its council of elders to "govern" the individual clans or towns. Anytime a decision needs to be made concerning all elemental dwarves each clan council sends one member, usually the eldest, to represent the clan or town in the grand council.
As there are 32 separate clans each with a representative in the grand council. Decisions made by the grand council must be and are made unanimously (and therefore often take a great deal of time). Therefore the grand council only meets on the most important of occasions or the most dire of circumstances. The decisions of the grand council are never questioned in public and are carried out without hesitation, delay, or care for effort or cost.
The realm of the elemental dwarves is magically protected and therefore cannot be found accidentally or intentionally by anyone who should not or must not. The access to the elemental dwarf realm is limited to elemental dwarves only. No other races can enter. Should any attempt they shall fail or perish in the attempt. No one, not even the grand council, is sure where this realm is except that it is within Tyrra.